Elite Dangerous | System Colonisation Beta Details & Feedback

Heard it through the grapevine that CMM has been significantly increased...oh well onlt 50,585 to go!
This is what I did.

1. Skip around to ground stations with Refineries AND Commodity Market.

2. Others have said boom state is best. I didn't bother looking at states, I just bumped around until I found a stn with good supply. I filled up with 5,000 CMM for a smaller colony pretty fast in my cutter.

3. You will have much better luck going to stations that aren't super popular. If its located in a place like Sirus, its not going to have much. If the system is packed with fleet carriers, it probably won't have much.

4. I had amazing luck at 2:00 EST. Middle of night in North America, and very early in UK. Weekdays will likely be much better than weekends.

5. When landing at a refinery, pickup whatever CMM it has, then fill the rest of your hold with other stuff you need. After 2 or three trips try a different refinery location.
 
Before this thread, I guess I didn't fully appreciate how dependent people have become on FC's. And I don't think those carrier wait times are going away anytime soon.

We truly need bigger ships.

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Aside from the whole CMM thing other people have complained about (I really think we need either an even greater increase in CMM supply or a reduction in CMM requirements for all station types) I think the biggest change needed right now is the removal of the cap on system taxes. It just punishes players for investing the effort needed to make lots of colonies, and I don't think having the possibility of large amounts of passive income is even remotely unfair considering both the up-front cost and the effort required. It's not like explorers need to make much of an effort to rake in billions, so why does an activity as labour-intensive as colonisation only get a tiny return on investment?
 
It would have been fun if colony installations were built time-based depending on the materials provided. So no progress happens without any basic building materials like steel and Titanium. Eventually progress halts if there are no Power Generators or Computer components. Then progress halts again when there are shortages in Steel. If the cmdr delivers stuff in a good way the station gets built quickly. Otherwise it might take a very long time.

Edit: Or stages of completion. Where each stage requires some mats. You can deliver more than necessary (overflow gets used on next stage), but next stage doesn't start until all the mats for the first stage were delivered.
 
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My colonization beacon timer has now expired again (I've now been trying to claim this system for two days) because the system is still borked and the colonization ship won't show up after I launch the beacon and the system resets upon relogging. According to the codex, if a claim fails twice, I won't be able to claim the system again "for a number of days", and presumably that's the case even if the failure to claim was caused by server issues.

Great. Just great. I'm probably going to lose this system now and will have to find another good one.

Edit: Yep, the state of the system just updated and now it's showing up as blocked.
 
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There is a trick: try to move the fleet carrier repeatedly, between the 6th and 10th attempt you can do it, it doesn't take more than 5 minutes

so are you saying that you can get a 'normal' fleet carrier jump wait time if you repeatedly do the navigation feature then cancel until the wait time drops ?
 
Before this thread, I guess I didn't fully appreciate how dependent people have become on FC's. And I don't think those carrier wait times are going away anytime soon.

We truly need bigger ships.

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i think instead, we need better game mechanics than just having to rely on the time sinks created by repetition to balance features in this game.

circumventing that by just doing the same thing less times isn't a real cure to the problem, it's just medicine to treat a symptom... the illness remains.

but since that's all fdev does (see jump distance to balance exploration, pp rankings to balance pp., cg's to balance their narrative, etc) i don't have much hope we'll get anything but such a solution as bigger ships or inflated or deflated numbers on a spreadsheet. when you only have like two or three tools, everything has to be fixed by them.

how about... instead of needing a colonization ship, players can park their carrier if they have one instead once it's full and trigger the next stage via a ui button on the carrier? why the redundancy? colonization ships should be optional if you need them. i don't. problem... partly solved.
 
We had the very nasty surprise today that after completing a big leap colonisation, it's another faction than our which took the 3rd slot, given the colonized system have an Earth-like world inside, the ammount of salt in my vein is fairly high right now :3
Apparently we are not the only one in this case either https://issues.frontierstore.net/issue-detail/72316

I hope FDev gonna fix the wrongly inserted faction and put the right one in, but my hope is frankly low regarding there Q&A.
Anyway be carefull if you attempt big leap colonization, you may have some nasty surprise.
 
If anyone has or had this issue, it resolved itself after being logged out for a couple hours. The next day it was back to its correct state. The mission just disappeared. So, the assumptions about the Thursday ticks in relation to that are not quite correct. The thursday tick probably does bring the placeholder stations “live” but at least in this situation it just needed some time to process? It changed without a downtime I think.

Who knows ! I’m just glad you can kinda build a system out solo if you want, and no artificial waiting to make more. I assumed that was not intended gameplay, and thankfully it was not.
I have now built an outpost only to be told that I have not completed the original primary port mission which I am literally sitting inside of and to deliver goods I have already delivered to a construction ship that is now gone. No idea what to do, but time is ticking down still with nothing to be done, and I can’t start any new projects, even though it says 5 are available.
 
While things are subject to change, it might be better to avoid adding to the journal. Once out of the beta phase, I agree it would be a loss because there's plenty of opportunities for 3rd party helpers like EDOMH etc to provide colonisation assistance for those that like that sort of thing.
As far as I know, nobody from FD have contacted any 3rd party devs regarding changes in journal entries. I'm not very optimistic on the subject. I think the current decision makers in FD aren't very friendly towards 3rd party tools. And this is our loss.
 
Does anyone know how long it takes after selecting a ground construction site until it becomes active and you can deliver materials? Because after selecting the construction site, the system said I should come back later because the construction site was currently being set up
 
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